var laser;
if (character_haveattacked == false)
{
laser = projectile_create(x+(16 * image_xscale),y+12,spr_projectile_laser1,id,3+rnd_int(3),true,spr_spark_laser1,1);
laser.image_xscale = image_xscale;
laser.actor_hsp = 8 * image_xscale;
character_haveattacked = true;
alarm[3] = room_speed / 16;
}
